Summary
This method proposes a physics-based approach for learning neural impulse response field through implicit wave propagation modeling. This is the first work that really incorporates acoustic wave propagation principles for constructing an impulse response field, leveraging volume rendering techinques in analagy to how it's applied in NeRF. There is also a new acoustic simulation platform introduced for simulating more realistic impulse respones. Experiments show that the proposed method outperforms several previous learning based methods.
Strengths
- There are many so-called audio-NeRF in prior work, but none of them actually are. This work is the most physics-based neural impulse response method I have seen, and the closest to what an audio-NeRF should look like.
- The problem is well-formulated, and it's an elegant formulation to implicitly model wave propagation, and use volume rendering for synthesizing room impulse responses.
- There are very informative visualizations and ablation studies that shows the advantage of the proposed method, especially on modeling the phase of the signal.
- The new simulation platform introduced will also be very useful for the community, and the comparison with SoundSpaces suggests that the community should start to use more realistic simulation platforms.
- Experiments on both simulated and real datasets have demonstrated the proposed method outperforms a series of prior baselines.
- Generally, the paper is also very well written with sufficent details and illustrations.
Weaknesses
- The paper introduces a new acoustic simulation platform, which is claimed as one major contribution of the paper. However, in the main text, there is no detailed description of the simulator, and only says it is based on Sionna [16]. I then found it in Supp, but it would be good to also briefly summarize the key characteristics of this new simulator in the main text.
- Since it's the first method that implicity models wave propagation for neural impulse response rendering, it would be important to also compare with prior physics-based methods that is geometry-based to highlight the superity of modeling wave propogation, apart from those learning based methods. For example, how would the proposed method compare to this recent work https://arxiv.org/abs/2406.07532, that models the acoustic field using an image-source differentiably method.
- It would also be good to have some separate comparisons for high-frequency components vs. low-frequency components, and far-field vs. near-field to better understand the limitations and strength of the proposed framework. For example, for equation 1, the 1 / d assumption might not hold well for near field.
- The qualitative examples are somewhat lacking. It would be much more informative to include some qualitative comparisons to prior work.
Questions
Apart from the questions in the Weakness section, another question I have is related to the zero-shot binaural audio experiment. The paper claims that the proposed method can even render binaural audio even without HRTFs, which is a bit confusing to me. Even if the simulator can render binarual audio by synthesizing the sound heard at the left and right ears, there are other ear/head-related effect are not factored in, so how can binarual audio be directly generated?
Limitations
There are some limitations discussed, but it would be great to hear from the authors on more discussions on limitations especially on the compute efficiency (e.g., how much time it takes for the network to converge?) and memory usage compared to prior work, so that it can give peope the complete picture on the pros and cons of the proposed framework.